/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/AssetUtils/Texture2DBuilder.h
If you have generated aUTexture2Dby other means, you can use the static function ::CopyPlatformDataToSourceData() to populate the Source data from the PlatformData, which is required to save it as a UAsset.
class FTexture2DBuilder
ETextureType
BuildType
FColor*
CurrentMipData
FFloat16Color&...
CurrentMipDataFloat16
EPixelFormat
CurrentPixelFormat
FImageDimension...
Dimensions
UTexture2D*...
RawTexture2D